Readiness Recovery (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> TOAW III Support



Message


currahee55 -> Readiness Recovery (10/1/2011 7:36:33 PM)

Does anyone know why some units take much longer to recover readiness (up to the mazimum of available supply), than others? Is it the presence of transport assets?

Also, some air units only recover readiness at 1 pt per turn! I'm thinking specifically of Allied air units in Red Thunder; what's happenig here? They're in supply, and some have very high supply, and they won't recover readiness?! I haven't noticed this problem in WWII scenarios.




sPzAbt653 -> RE: Readiness Recovery (10/1/2011 9:23:34 PM)

Maybe because the scenario is half day turns ?




currahee55 -> RE: Readiness Recovery (10/2/2011 1:35:04 AM)

I don't think so,because it's not just halved, it creeps. 1 pt per turn. It may be related to the fact that both sides are using chemical ordnance; but the affected air units are all over the map, and none of them have been bombed or bombarded, so if it's the chemical release, it's a bug.




sPzAbt653 -> RE: Readiness Recovery (10/2/2011 4:15:38 AM)

I was guessing the half day thing because I played Cuba '62 a bunch of times and noticed that recovery was awful, and the same in another half day scenario I played after that, so I figured thats what it was. I don't remember specifically if the air units were that bad, but maybe check to make sure that the air units in question are set to 'rest' at the beginning of each turn. There is an air phase in the book keeping phase, so maybe that has something to do with it. [&:]




currahee55 -> RE: Readiness Recovery (10/2/2011 1:50:02 PM)

I think I've solved the mystery! For land units (not air units), transportation assets have to be in the unit, to promote recovery of readiness; in this scenario, the designer chose to use "helicopter" unit shells for his air units, rather than the true air units; ie, they have the heli symbology on them, rather than aircraft. At the same time, he neglected to put any transportation assets into the units; so they think they're land units, and recover readiness only at a rate of 1 point per turn.

I will experiment with the editor, and see if I can fix the problem, altho it may require reconstituting all the air units of both sides into true "air" unit shells. Thanks for your input!




currahee55 -> RE: Readiness Recovery (10/5/2011 8:42:02 PM)

I spoke too soon; did a more thorough examination, it's not just the air units, every single unit in the game loses readiness normally, but regains it a max of 2 pts per turn (half-day turns). Those are units that don't participate in movement or combat, so they're not losing any readiness during my checks. Same AM as PM. 2 pts per turn. Both sides do have chemical release, but I'm checking units that haven't been attacked or bombarded or bombed.

I'll go into the editor and see if switching to dailly turns makes a difference.




currahee55 -> RE: Readiness Recovery (10/6/2011 12:12:50 AM)

Thanks to SPzAbt653 for putting me onto the right track; readiness gain is exclusively a function of the turn length, and is not dependent on unit shell, chemical release, availability of transportation assets, etc. (Readiness loss is dependent on a number of factors, many of which the designer can control, but readiness gain is not.)

With 6-hr turns, readiness gain is 1 pt per turn (regardless of unit type). For half-day turns, it's 2 pts per turn; for full day turns, 3 pts per turn; and for 1-week turns, 22 pts per turn.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.59375